mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
143 lines
3.9 KiB
C++
143 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "VNetState.h"
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//-----------------------------------------------------------------------------
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U32 VNetState::gInvalidMask = 0;
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//-----------------------------------------------------------------------------
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VNetState::VNetState() :
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mMask( 0 )
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{
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}
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VNetState::~VNetState( void )
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{
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for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
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{
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// Fetch info.
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VNetStateInfo *state = ( *itr );
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// Delete State.
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delete state;
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}
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// Clear.
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clear();
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}
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//-----------------------------------------------------------------------------
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//
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// Connection Methods.
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//
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//-----------------------------------------------------------------------------
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bool VNetState::isConnection( NetConnection *pConnection )
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{
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for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
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{
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VNetStateInfo *state = ( *itr );
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if ( state->Connection == pConnection )
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{
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// Valid.
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return true;
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}
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}
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// Invalid.
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return false;
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}
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void VNetState::addConnection( NetConnection *pConnection )
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{
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// Init State.
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VNetStateInfo *state = new VNetStateInfo( pConnection, mMask );
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// Add.
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push_back( state );
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}
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void VNetState::clearConnection( NetConnection *pConnection )
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{
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for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
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{
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VNetStateInfo *state = ( *itr );
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if ( state->Connection == pConnection )
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{
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// Delete.
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delete state;
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// Erase.
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erase( itr );
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// Quit.
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return;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Mask Methods.
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//
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//-----------------------------------------------------------------------------
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VNetStateInfo *VNetState::getState( NetConnection *pConnection )
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{
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for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
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{
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VNetStateInfo *state = ( *itr );
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if ( state->Connection == pConnection )
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{
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return state;
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}
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}
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return NULL;
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}
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void VNetState::setMaskBits( const U32 &pMask )
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{
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// Apply Mask.
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mMask |= pMask;
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for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
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{
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// Fetch info.
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VNetStateInfo *state = ( *itr );
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// Apply Mask.
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state->Mask |= pMask;
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}
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}
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void VNetState::clearMaskBits( const U32 &pMask )
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{
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// Clear Mask.
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mMask &= ~pMask;
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for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
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{
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// Fetch info.
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VNetStateInfo *state = ( *itr );
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// Clear Mask.
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state->Mask &= ~pMask;
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}
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} |